private static bool PlacingGhostWasHiddenBeforeConnecting = ComponentPlacer.ShowPlacingGhost; // necessary to avoid BUGS!

    private static void ConnectionInitial()
    {
        RaycastHit hit;

        if (!Physics.Raycast(FirstPersonInteraction.Ray(), out hit, Settings.ReachDistance, Wire.IgnoreWiresLayermask))
        {
            return;
        }
        if (hit.collider.tag == "Input" || hit.collider.tag == "Output") // if it's an input or output...
        {
            SelectedPeg = hit.collider.gameObject;                       // ..make it the selected peg
            StuffPlacer.OutlineObject(SelectedPeg);

            PegBeingLookedAt = null; // fixes SetPegBeingLookedAt removing the outline

            if (AutoHidePlacingGhostWhileConnecting)
            {
                StuffPlacer.DeleteThingBeingPlaced();
                PlacingGhostWasHiddenBeforeConnecting = ComponentPlacer.ShowPlacingGhost;
                ComponentPlacer.ShowPlacingGhost      = false;
            }
            StuffRotater.AllowedToDoRotation = false; // so you can rotate wires while placing them
            StuffDeleter.AllowedToDoDeleting = false; // prevents a bug with how null is not the same as destroyed

            SoundPlayer.PlaySoundAt(Sounds.ConnectionInitial, SelectedPeg);
        }
        else
        {
            SoundPlayer.PlaySoundGlobal(Sounds.FailDoSomething);

            DoneConnecting();
        }
    }
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    public void Done()
    {
        Canvas.enabled            = false;
        GameplayUIManager.UIState = UIState.None;

        StuffPlacer.DeleteThingBeingPlaced();                             // quick shitty fix for FrequencyForNewNoisemakers not working properly
        FrequencyForNewNoisemakers = NoisemakerBeingEdited.ToneFrequency; // only update this variable during this method, so players can check notes without screwing it up
    }
Esempio n. 3
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    public void DoneMenu()
    {
        MenuCanvas.enabled = false;
        GameplayUIManager.UIState = UIState.None;

        // this is so that if you change the display color and you're in the middle of placing a display, it gets set to the new color
        if (StuffPlacer.GetThingBeingPlaced == null) { return; }
        if (StuffPlacer.GetThingBeingPlaced.GetComponentInChildren<Display>()) { StuffPlacer.DeleteThingBeingPlaced(); }
    }
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    private static void PlaceAndMoveAllInOneGo()
    {
        MakeSureThingBeingPlacedIsCorrect();
        if (StuffPlacer.GetThingBeingPlaced != null)
        {
            StuffPlacer.GetThingBeingPlaced.AddComponent <ObjectInfo>().ComponentType = SelectionMenu.SelectedComponentType;
        }
        StuffPlacer.RunStuffPlacing();
        //StuffPlacer.PlaceThingBeingPlaced(); // already called by RunStuffPlacing

        StuffPlacer.DeleteThingBeingPlaced();
    }
Esempio n. 5
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    public static bool ShowPlacingGhost = true; // = Settings.Get("ShowPlacingGhost", true);

    public static void RunComponentPlacing()
    {
        if (Input.GetButtonDown("TogglePlacingGhost") && !Input.GetButton("Mod")) // holding mod is for toggling initial placing outline
        {
            ShowPlacingGhost = !ShowPlacingGhost;
            // Settings.Save("ShowPlacingGhost", ShowPlacingGhost);

            if (!ShowPlacingGhost)
            {
                StuffPlacer.DeleteThingBeingPlaced();
                StuffPlacer.RotationAboutUpVector = 0;
            }
        }

        if (Input.GetButtonDown("Place") && StuffPlacer.OkayToPlace) // run BEFORE RunStuffPlacing so we can actually get ThingBeingPlaced
        {
            StuffPlacer.GetThingBeingPlaced.AddComponent <ObjectInfo>().ComponentType = SelectionMenu.SelectedComponentType;
        }

        if (ShowPlacingGhost)
        {
            MakeSureThingBeingPlacedIsCorrect();
            StuffPlacer.RunStuffPlacing(true, true); // the booleans are AllowFineRotation and HideWhenInvalidPlacement
        }
        else
        {
            if (Input.GetButtonDown("Place"))
            {
                PlaceAndMoveAllInOneGo();
            }
        }

        // I have absolutely no idea why this is necessary. Sometimes when you rotate a mount it f***s up component placing by enabling the colliders. This fixes that.
        if (StuffPlacer.MostRecentNonNullHit.collider == null)
        {
            return;
        }
        if (FullComponent(StuffPlacer.MostRecentNonNullHit.collider) == StuffPlacer.GetThingBeingPlaced)
        {
            Debug.Log("did a terrible shitty hack");
            StuffPlacer.DeleteThingBeingPlaced();
        }
    }
Esempio n. 6
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    public void Done()
    {
        Canvas.enabled = false;
        TextInput.DeactivateInputField();
        UnityEngine.EventSystems.EventSystem.current.SetSelectedGameObject(null);
        TextBeingEdited = null;

        GameplayUIManager.UIState = UIState.None;

        // this is so that if you change the size of the label text and you're in the middle of placing a label, it gets set to the new size
        if (StuffPlacer.GetThingBeingPlaced == null)
        {
            return;
        }
        if (StuffPlacer.GetThingBeingPlaced.GetComponent <Label>())
        {
            StuffPlacer.DeleteThingBeingPlaced();
        }
    }
Esempio n. 7
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    private static void MakeSureThingBeingPlacedIsCorrect()
    {
        if (SelectionMenu.Instance.CustomComponentSelected)
        {
            DoFancyModdedComponentThings();
            return;
        }

        // replace ThingBeingPlaced when it should be replaced - when you switch selected things or when something was just placed
        if (SelectionMenu.Instance.SelectedThing != 0 &&
            (SelectionMenu.Instance.SelectedThingJustChanged || StuffPlacer.GetThingBeingPlaced == null))
        {
            StuffPlacer.NewThingBeingPlaced(Object.Instantiate(SelectionMenu.SelectedComponent));
            DoThingsForNewComponents(StuffPlacer.GetThingBeingPlaced);
        }

        else if (SelectionMenu.Instance.SelectedThing == 0)
        {
            StuffPlacer.DeleteThingBeingPlaced();
        }                                                                                             // switching to nothing selected deletes the thing being placed
    }
Esempio n. 8
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 public static void Done()
 {
     StuffPlacer.DeleteThingBeingPlaced();
     WirePlacer.DoneConnecting();
     SelectionMenu.Instance.FuckOff();
 }